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FPS metrics #142

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74 changes: 62 additions & 12 deletions src/Sentry.Unity/SentryBehavior.cs
Original file line number Diff line number Diff line change
@@ -1,18 +1,68 @@
using Sentry;
using System;
using System.Collections;
using System.Threading;
using UnityEngine;
using Sentry.Unity;
using System;
using Sentry.Protocol;

public class SentryBehavior : MonoBehaviour
namespace Sentry.Unity
{
public void Disable()
public class SentryBehavior : MonoBehaviour
{

}
private int goodFrames;
private int slowFrames;
private int frozFrames;

private float slowThreshold = 0.02f;
private float frozThreshold = 1.0f;

private float lastTime;

private void Start()
{
frozThreshold = Time.maximumDeltaTime;
}

private void Update()
{
MeasureDeltaTime();
CheckFrame();

if (Input.GetKeyDown(KeyCode.S))
{
var sleepDuration = Time.maximumDeltaTime + 0.1f;
Debug.Log($"<color=red>=========== Sleep for: {sleepDuration}ms ===========</color>");
Thread.Sleep((int)(sleepDuration * 1000));
}
}

// TODO: Flush events. See note on OnApplicationQuit
//private void OnApplicationPause() =>
// TODO: Flush events, see note on OnApplicationQuit
// private void OnApplicationFocus { if (!focusStatus) Flush events! }
private void MeasureDeltaTime()
{
var measuredDeltaTime = Time.realtimeSinceStartup - lastTime;
lastTime = Time.realtimeSinceStartup;
Debug.Log($"Measured delta time: {measuredDeltaTime}");
}

private void CheckFrame()
{
if (Time.deltaTime >= frozThreshold)
{
frozFrames++;
}
else if (Time.deltaTime > slowThreshold)
{
slowFrames++;
}
else
{
goodFrames++;
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Some thoughts:
Should we use long here? And if so, do we need Interlocked.Increment? And if we do :) does that work everywhere on Unity, like WebGL?

}

Debug.Log($"Good: {goodFrames} | Slow: {slowFrames} | Frozen: {frozFrames}");
}


// TODO: Flush events. See note on OnApplicationQuit
//private void OnApplicationPause() =>
// TODO: Flush events, see note on OnApplicationQuit
// private void OnApplicationFocus { if (!focusStatus) Flush events! }
}
}